None of this shit would've happened if I didn't had this anti-art attitude during my elementary school years.
My mind correlated art (regardless of it's form) with painting and "no fun allowed" old ladies who took the thing seriously and worshiped a time period that even predates them. Of course, I blame the mandatory art classes that also had professional painters teaching them. I also had shitty hand-writing and nobody could help me because I'm left-handed and have other dexterity issues, but if it weren't for those, I probably would have never gotten into computers in the first place because I had an AlphaSmart because of it.
I can appreciate art now and I realized that it was stupid of me to correlate all art with classical Renaissance paintings. I can draw somewhat, but I can only do full frontal or behind shots. I can't draw from angles. I can also do some pixel art, but working within those constraints is difficult. Case in point 16x16 character sprites.
gamedev
Octorok-like enemies now shoot after walking a certain distance instead of being timer-based. SFML's built-in timers run with no way to pause which is why you often see them shooting when the player enters a room. This is honestly a better approach to this.
#gamedev #gamedevelopment #indiegamedev #indiedev #indiegames #indie #SFML #cplusplus
>Finally decide to replace the placeholder player sprite in my game with an original creation
>Use a simple, CC0 base character spritesheet from OpenGameArt (link below)
>Realize that I can't draw hair on a 16x16 sprite
>Also realize that I can't pull a Miyamoto and draw hats
https://opengameart.org/content/base-character-spritesheet-16x16
@phnt@fluffytail.org @Suiseiseki@freesoftwareextremist.com @munir@fedi.munir.tokyo @dj@ti.parcero.casa This makes total sense!
Suiseiseki is an inside agent, and he's making free and open source software as ANNOYING AND LAME AS POSSIBLE so everyone uses proprietary software, it's the perfect plan